#include "wii_anal.h" #include "gfx/images.h" // Images //----------------------------------------------------------------------------- ---------------------------------------- // A couple of monospaced hex fonts // const image_t* img_6x8[16] = { &img_6x8_0, &img_6x8_1, &img_6x8_2, &img_6x8_3, &img_6x8_4, &img_6x8_5, &img_6x8_6, &img_6x8_7, &img_6x8_8, &img_6x8_9, &img_6x8_A, &img_6x8_B, &img_6x8_C, &img_6x8_D, &img_6x8_E, &img_6x8_F, }; const image_t* img_5x7[16] = { &img_5x7_0, &img_5x7_1, &img_5x7_2, &img_5x7_3, &img_5x7_4, &img_5x7_5, &img_5x7_6, &img_5x7_7, &img_5x7_8, &img_5x7_9, &img_5x7_A, &img_5x7_B, &img_5x7_C, &img_5x7_D, &img_5x7_E, &img_5x7_F, }; //+============================================================================ ======================================== // void backlightOn (void) // { // // Acquire a handle for the system notification queue // // Do this ONCE ... at plugin startup // NotificationApp* notifications = furi_record_open(RECORD_NOTIFICATION); // // // Pat the backlight watchdog // // Send the (predefined) message sequence {backlight_on, end} // // --> applications/notification/*.c // notification_message(notifications, &sequence_display_backlight_on); // // // Release the handle for the system notification queue // // Do this ONCE ... at plugin quit // furi_record_close(RECORD_NOTIFICATION); // } void patBacklight (state_t* state) { notification_message(state->notify, &sequence_display_backlight_on); } //============================================================================= ======================================== // Show a hex number in an inverted box (for ananlogue readings) // void showHex ( Canvas* const canvas, uint8_t x, uint8_t y, const uint32_t val, const uint8_t cnt, const int b ) { canvas_set_color(canvas, ColorBlack); canvas_draw_box(canvas, x++,y++, 1 +(cnt *(6 +1)), 10); // thicken border if (b == 2) canvas_draw_frame(canvas, x-2,y-2, 1 +(cnt *(6 +1))+2, 10+2); for (int i = (cnt -1) *4; i >= 0; i -= 4, x += 6+1) show(canvas, x,y, img_6x8[(val >>i) &0xF], SHOW_SET_WHT) ; } //============================================================================= ======================================== // Show the up/down "peak hold" controls in the bottom right // void showPeakHold (state_t* const state, Canvas* const canvas, const int hold) { switch (hold) { case 0: show(canvas, 119,51, &img_key_U, SHOW_CLR_BLK); show(canvas, 119,56, &img_key_D, SHOW_CLR_BLK); break; case +1: canvas_set_color(canvas, ColorBlack); canvas_draw_box(canvas, 120,52, 7,6); show(canvas, 119,51, &img_key_U, SHOW_CLR_WHT); show(canvas, 119,56, &img_key_D, SHOW_CLR_BLK); break; case -1: show(canvas, 119,51, &img_key_U, SHOW_CLR_BLK); canvas_draw_box(canvas, 120,57, 7,6); show(canvas, 119,56, &img_key_D, SHOW_CLR_WHT); break; default: break; } canvas_set_color(canvas, ColorBlack); canvas_draw_frame(canvas, 119,51, 9,13); // calibration indicator show( canvas, 108,55, ((state->calib & CAL_RANGE) && (++state->flash &8)) ? &img_key_OKi : &img_key_OK, SHOW_SET_BLK ); } //============================================================================= ======================================== // This code performs a FULL calibration on the device EVERY time it draws a joystick //...This is NOT a good way forward for anything other than a test tool. // // Realistically you would do all the maths when the controller is connected // or, if you prefer (and it IS a good thing), have a "calibrate controller" menu option // ...and then just use a lookup table, or trivial formual // // THIS algorithm chops the joystick in to one of 9 zones // Eg. {FullLeft, Left3, Left2, Left1, Middle, Right1, Right2, Right3, FullRight} // FullLeft and FullRight have a deadzone of N [qv. xDead] ..a total of N+1 positions // Middle has a deadzone of N EACH WAY ...a total of 2N+1 positions // // If the remaining range does not divide evenly in to three zones, // the first remainder is added to zone3, // and the second remainder (if there is one) is added to zone2 // ...giving finer control near the centre of the joystick // // The value of the deadzone is based on the number of bits in the // joystcik {x,y} values - the larger the range, the larger the deadzone. // // 03 15 29 // |<<| Calibration points |==| |>>| // 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F // |---| |________________________| |------| |______________________________| |---| // |r=2| | range = 9 | | r=3 | | range = 11 | |r=2| // Zones: |-4 | |-3 |-2 |-1 | |0 | |+1 |+2 |+3 | |+4 | // // This is not "the right way to do it" ...this is "one way to do it" // Consider you application, and what the user is trying to achieve // Aim a gun - probably need to be more accurate // Turn and object - this is probably good enough // Start slowly & pick up speed - how about a log or sine curve? // void showJoy ( Canvas* const canvas, const uint8_t x, const uint8_t y, // x,y is the CENTRE of the Joystick const uint8_t xMin, const uint8_t xMid, const uint8_t xMax, const uint8_t yMin, const uint8_t yMid, const uint8_t yMax, const uint8_t xPos, const uint8_t yPos, const uint8_t bits ) { int xOff = 0; // final offset of joystick hat image int yOff = 0; int xDead = (bits < 7) ? (1<<0) : (1<<3); // dead zone (centre & limits) int yDead = xDead; // This code is NOT optimised ...and it's still barely readable! if ((xPos >= (xMid -xDead)) && (xPos <= (xMid +xDead))) xOff = 0 ; // centre [most likely] else if (xPos <= (xMin +xDead)) xOff = -4 ; // full left else if (xPos >= (xMax -xDead)) xOff = +4 ; // full right else if (xPos < (xMid -xDead)) { // part left // very much hard-coded for 3 interim positions int lo = (xMin +xDead) +1; // lowest position int hi = (xMid -xDead) -1; // highest position // this is the only duplicated bit of code int range = (hi -lo) +1; // range covered int div = range /3; // each division (base amount, eg. 17/3==5) int rem = range -(div *3); // remainder (ie. range%3) // int hi1 = hi; // lowest value for zone #-1 // int lo1 = hi1 -div +1; // highest value for zone #-1 // int hi2 = lo1 -1; // lowest value for zone #-2 // int lo2 = hi2 -div +1 -(rem==2); // highest value for zone #-2 expand out remainder // int hi3 = lo2 -1; // lowest value for zone #-3 // int lo3 = hi3 -div +1 -(rem>=1); // highest value for zone #-3 expand out remainder int lo1 = hi -div +1; // (in brevity) int hi3 = hi -div -div -(rem==2); // ... if (xPos <= hi3) xOff = -3 ; // zone #-3 else if (xPos >= lo1) xOff = -1 ; // zone #-1 else xOff = -2 ; // zone #-2 } else /*if (xPos > (xMid +xDead))*/ { // part right // very much hard-coded for 3 interim positions int lo = (xMid +xDead) +1; // lowest position int hi = (xMax -xDead) -1; // highest position int range = (hi -lo) +1; // range covered int div = range /3; // each division (base amount, eg. 17/3==5) int rem = range -(div *3); // remainder (ie. range%3) // int lo1 = lo; // lowest value for zone #+1 // int hi1 = lo +div -1; // highest value for zone #+1 // int lo2 = hi1 +1; // lowest value for zone #+2 // int hi2 = lo2 +div -1 +(rem==2); // highest value for zone #+2 expand out remainder // int lo3 = hi2 +1; // lowest value for zone #+3 // int hi3 = lo3 +div -1 +(rem>=1); // highest value for zone #+3 expand out remainder int hi1 = lo +div -1; // (in brevity) int lo3 = lo +div +div +(rem==2); // ... if (xPos <= hi1) xOff = 1 ; // zone #1 else if (xPos >= lo3) xOff = 3 ; // zone #3 else xOff = 2 ; // zone #2 } // All this to print a 3x3 square (in the right place) - LOL! if ((yPos >= (yMid -yDead)) && (yPos <= (yMid +yDead))) yOff = 0 ; // centre [most likely] else if (yPos <= (yMin +yDead)) yOff = +4 ; // full down else if (yPos >= (yMax -yDead)) yOff = -4 ; // full up else if (yPos < (yMid -yDead)) { // part down int lo = (yMin +yDead) +1; // lowest position int hi = (yMid -yDead) -1; // highest position int range = (hi -lo) +1; // range covered int div = range /3; // each division (base amount, eg. 17/3==5) int rem = range -(div *3); // remainder (ie. range%3) int lo1 = hi -div +1; // (in brevity) int hi3 = hi -div -div -(rem==2); // ... if (yPos <= hi3) yOff = +3 ; // zone #3 else if (yPos >= lo1) yOff = +1 ; // zone #1 else yOff = +2 ; // zone #2 } else /*if (yPos > (yMid +yDead))*/ { // part up int lo = (yMid +yDead) +1; // lowest position int hi = (yMax -yDead) -1; // highest position int range = (hi -lo) +1; // range covered int div = range /3; // each division (base amount, eg. 17/3==5) int rem = range -(div *3); // remainder (ie. range%3) int hi1 = lo +div -1; // (in brevity) int lo3 = lo +div +div +(rem==2); // ... if (yPos <= hi1) yOff = -1 ; // zone #-1 else if (yPos >= lo3) yOff = -3 ; // zone #-3 else yOff = -2 ; // zone #-2 } show(canvas, x-(img_cc_Joy.w/2),y-(img_cc_Joy.h/2), &img_cc_Joy, SHOW_SET_BLK); // All ^that^ for v-this-v - LOL!! canvas_draw_box(canvas, (x-1)+xOff,(y-1)+yOff, 3,3); }